mirror of
https://git.code.sf.net/p/quake/quakeforge
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8e2d89c4c2
*taniwha larts himself for not explaining things to Despair
206 lines
5.3 KiB
C
206 lines
5.3 KiB
C
/*
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sound.h
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Sound headers.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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// sound.h -- client sound i/o functions
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#ifndef _SOUND_H
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#define _SOUND_H
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#include "QF/mathlib.h"
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#include "QF/cvar.h"
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#include "QF/zone.h"
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#define AMBIENT_WATER 0
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#define AMBIENT_SKY 1
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#define AMBIENT_SLIME 2
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#define AMBIENT_LAVA 3
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#define NUM_AMBIENTS 4 // automatic ambient sounds
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#define DEFAULT_SOUND_PACKET_VOLUME 255
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#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct
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{
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int left;
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int right;
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} portable_samplepair_t;
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typedef struct sfx_s
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{
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char name[MAX_QPATH];
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cache_user_t cache;
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} sfx_t;
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// !!! if this is changed, it much be changed in asm_i386.h too !!!
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typedef struct
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{
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int length;
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int loopstart;
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int speed;
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int width;
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int stereo;
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byte data[1]; // variable sized
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} sfxcache_t;
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typedef struct
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{
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qboolean gamealive;
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qboolean soundalive;
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qboolean splitbuffer;
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int channels;
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int samples; // mono samples in buffer
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int submission_chunk; // don't mix less than this #
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int samplepos; // in mono samples
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int samplebits;
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int speed;
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unsigned char *buffer;
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} dma_t;
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// !!! if this is changed, it much be changed in asm_i386.h too !!!
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typedef struct
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{
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sfx_t *sfx; // sfx number
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int leftvol; // 0-255 volume
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int rightvol; // 0-255 volume
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int end; // end time in global paintsamples
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int pos; // sample position in sfx
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int looping; // where to loop, -1 = no looping
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int entnum; // to allow overriding a specific sound
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int entchannel; //
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vec3_t origin; // origin of sound effect
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vec_t dist_mult; // distance multiplier (attenuation/clipK)
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int master_vol; // 0-255 master volume
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int phase; // phase shift between l-r in samples
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int oldphase; // phase shift between l-r in samples
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} channel_t;
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typedef struct
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{
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int rate;
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int width;
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int channels;
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int loopstart;
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int samples;
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int dataofs; // chunk starts this many bytes from file start
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} wavinfo_t;
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void S_Init (void);
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void S_Init_Cvars (void);
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void S_Startup (void);
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void S_Shutdown (void);
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void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
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void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
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void S_StopSound (int entnum, int entchannel);
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void S_StopAllSounds(qboolean clear);
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void S_ClearBuffer (void);
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void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
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void S_ExtraUpdate (void);
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void S_BlockSound (void);
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sfx_t *S_PrecacheSound (char *sample);
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void S_TouchSound (char *sample);
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void S_ClearPrecache (void);
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void S_BeginPrecaching (void);
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void S_EndPrecaching (void);
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void S_PaintChannels(int endtime);
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void S_InitPaintChannels (void);
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// picks a channel based on priorities, empty slots, number of channels
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channel_t *SND_PickChannel(int entnum, int entchannel);
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// spatializes a channel
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void SND_Spatialize(channel_t *ch);
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// initializes cycling through a DMA buffer and returns information on it
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qboolean SNDDMA_Init(void);
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// gets the current DMA position
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int SNDDMA_GetDMAPos(void);
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// shutdown the DMA xfer.
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void SNDDMA_Shutdown(void);
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// ====================================================================
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// User-setable variables
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// ====================================================================
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#define MAX_CHANNELS 256
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#define MAX_DYNAMIC_CHANNELS 8
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extern channel_t channels[MAX_CHANNELS];
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// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
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// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
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// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
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extern int total_channels;
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//
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// Fake dma is a synchronous faking of the DMA progress used for
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// isolating performance in the renderer. The fakedma_updates is
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// number of times S_Update() is called per second.
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//
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extern qboolean fakedma;
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extern int fakedma_updates;
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extern int paintedtime;
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extern int soundtime;
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extern vec3_t listener_origin;
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extern vec3_t listener_forward;
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extern vec3_t listener_right;
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extern vec3_t listener_up;
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extern volatile dma_t *shm;
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extern volatile dma_t sn;
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extern vec_t sound_nominal_clip_dist;
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extern cvar_t *loadas8bit;
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extern cvar_t *bgmvolume;
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extern cvar_t *volume;
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extern cvar_t *snd_device;
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extern cvar_t *snd_rate;
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extern cvar_t *snd_bits;
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extern cvar_t *snd_stereo;
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extern cvar_t *snd_interp;
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extern cvar_t *snd_stereo_phase_separation;
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extern qboolean snd_initialized;
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extern int snd_blocked;
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void S_LocalSound (char *s);
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sfxcache_t *S_LoadSound (sfx_t *s);
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wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength);
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void SND_InitScaletable (void);
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void SNDDMA_Submit(void);
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void S_AmbientOff (void);
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void S_AmbientOn (void);
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#endif // _SOUND_H
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